Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread burakyuksek
Hi Tomas, What synthisizer do you using wile developing mota? sevgiler saygilar - Original Message - From: Pitermach piterm...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, February 01, 2011 10:42 PM Subject: Re: [Audyssey] MOTA Last Minute Comments I know

Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Thomas Ward
Hi, The synth used in Mysteries of the Ancients is Accapela Heather. In my opinion the Accapela voices are some of the most human sounding Sapi voices out there. There is another one, Rachel I think it is, that sounds better than Heather. On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:

Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Liam Erven
: Wednesday, February 02, 2011 8:13 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, The synth used in Mysteries of the Ancients is Accapela Heather. In my opinion the Accapela voices are some of the most human sounding Sapi voices out there. There is another one

Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Thomas Ward
Hi Liam, The choppiness could be processor speed and/or ram. When I run the game on my laptop that has a 3.6 GHZ processor it isn't too bad. When I load the game on an older 1.2 GHZ desktop, the one that recently died, it is kind of slow and choppy. This only really started once I stuck the 44100

Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Bryan Peterson
] On Behalf Of Thomas Ward Sent: Wednesday, February 02, 2011 8:13 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, The synth used in Mysteries of the Ancients is Accapela Heather. In my opinion the Accapela voices are some of the most human sounding Sapi voices

Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Liam Erven
: Re: [Audyssey] MOTA Last Minute Comments It's because he's using the actual Greek spelling I believe, which is Kerberos. We are the Knights who say...Ni! - Original Message - From: Liam Erven liamer...@gmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Wednesday, February

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Frost
On Tue, Feb 01, 2011 at 05:57:39AM +0200, Jacob Kruger wrote: Off-hand, might think about calling a skeleton with a dagger something like an assassin..? [My Reply:] Blade? Cutpurse? Footpad? I think Skeleton Thug would carry a sap. Michael ---

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
, February 01, 2011 5:39 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, That might work. Unfortunately, Acapela Heather doesn't like the word mage. I typed in skeleton mage and it says it like skeleton midge. No wonder I hate synthetic speech. It doesn't know how to say anything right

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Thomas Ward
Hi Petr, Actually, in myopinion Scansoft Karen is one of the better Sapi voices. It was based on Australian singer Karen Jacobson's voice. If you have ever heard Karen Jacobson talk the Sapi voice sounds quite a lot like her actual voice. Although, the real Karen Jacobson sounds better

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
. As for jill, well, sounds very drunk to me. lol! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, February 01, 2011 10:23 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Petr, Actually, in myopinion Scansoft

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Shiny protector
I actually like the accent. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, February 01, 2011 9:23 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Petr, Actually, in myopinion Scansoft Karen is one

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
Yeah, like I said I don't mind the accent either. - Original Message - From: Shiny protector muhamme...@googlemail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, February 01, 2011 11:02 PM Subject: Re: [Audyssey] MOTA Last Minute Comments I actually like the accent

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Charles Rivard
Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, February 01, 2011 3:23 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Petr, Actually, in myopinion Scansoft Karen is one of the better Sapi voices. It was based

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Hayden Presley
PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments I don't like any accent in which R's are dropped and R's that don't belong there are inserted. As examples, you should hear enter instead of entuhh, or Pensylvania instead of Pensylvaniar. --- Laughter is the best

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, February 01, 2011 11:56 PM Subject: Re: [Audyssey] MOTA Last Minute Comments I don't like any accent in which R's are dropped and R's that don't belong there are inserted. As examples, you should hear enter instead

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Thomas Ward
Hi Charles, Ummm..that sounds more like a southern accent rather than Australian. Grin. On 2/1/11, Charles Rivard woofer...@sbcglobal.net wrote: I don't like any accent in which R's are dropped and R's that don't belong there are inserted. As examples, you should hear enter instead of

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Bryan Peterson
Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Brian, Sorrowfully that's English accents. Ya learn to live with them if you use English synthesizers. Grin Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Arianna Sepulveda
To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, it's actually something of an irony. I've always been able to play complex 2d games like Metroid Mega man and turrican, but one of the most depressing experiences of my life was when I found at the age of about 14

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, Actually, I think the reason you and others are so easily confused by Shades of Doom etc isn't so much the levels are difficult, but it is too easy to get turned around and accidently get lost. If you are walking west along a coridor, get into a fight with an enemy, you might end up walking

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Darren Duff
[mailto:gamers-boun...@audyssey.org] On Behalf Of Arianna Sepulveda Sent: Sunday, January 30, 2011 10:33 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle of Witchcraft and Wizardry absolutely throw me

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Charles Rivard
- From: Darren Duff duff...@gmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Monday, January 31, 2011 7:45 AM Subject: Re: [Audyssey] MOTA Last Minute Comments IT seems to me that if you are good at making a mental map of the world around you, you should be able to handle one

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread shaun everiss
well tom, there are also traps etc, sod has chambers that don't even need you to access unless something exists. I think its quite easy but I have played the game about 1000 times. I plan to do a couple recordings of sod and gtc just for my way of doing things. maybe. Hi, Actually, I think

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, I'm not sure about that. It seams to me a lot of people have problems with Shades of Doom, Sarah, etc. I've never thought of them as very hard, but still many others do have the problem. So using them for virtual om training might not be the best idea. However, I am fairly good at general om

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Phil Vlasak
Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire? Skeleton fire thrower? Skeleton pyromaniac? And what about a skeleton so large it just steps on you?

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, I'm not sure about that. It seams to me a lot of people have problems with Shades of Doom, Sarah, etc. I've never thought of them as very hard, but still many others do have the problem. So using them for virtual

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
, January 31, 2011 7:34 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Jacob Kruger
@audyssey.org Sent: Tuesday, February 01, 2011 3:33 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi Phil, Lol! That is a very good question. I have been wondering the same thing actually. In some cases there isn't a good name for some of the kinds of modified enemies I can create for MOTA. A Zombie with an iron spear could be called an undead spearman or zombie spearman. However, a zombie

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, That might work. Unfortunately, Acapela Heather doesn't like the word mage. I typed in skeleton mage and it says it like skeleton midge. No wonder I hate synthetic speech. It doesn't know how to say anything right. That's actually one of my problems in producing MOTA. Acapela Heather is a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread dark
: [Audyssey] MOTA Last Minute Comments Hi Dark, Basically, I figure unlocking trophies etc is one good use for arcade mode. In Guardian of Light you get certain points for performing various things like time bonuses etc that all go towards unlocking certain trophies and things like that. So if we add

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Ryan Strunk
: Re: [Audyssey] MOTA Last Minute Comments Hi, Not to be picky but I'm not sure why you're replacing ps with bs and ts with ds. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Michael Gauler Sent: Tuesday

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Darren Duff
: Tuesday, January 25, 2011 11:12 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Charles Rivard
...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 9:59 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Charles, Charles wrote: Puzzles? Once solved, do they detract from the challenge and replay value? A classic example of this is the first game

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread shaun everiss
Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 11:12 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Thomas Ward
Hi Charles, Yeah. Not only that but from a development point of view it is sort of hard to add that degree of detail. I mean you have to design the timing, difficulty, etc to be challenging but not too hard. To be honest I'm wondering if I might have bit off more than I can chew. Smile. On

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Hayden Presley
... Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Wednesday, January 26, 2011 1:57 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, it's actually something

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread william lomas
I think we need more advanced elements and puzzles otherwise games we have will remain to easy On 25 Jan 2011, at 08:13, Thomas Ward wrote: Hi everyone, Okay, here is the deal. Beta 17 is almost ready for public release and it may appear as early as Friday/Saturday barring any unforseen

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Jacob Kruger
Not too sure relevant at all, but in terms of randomisation closest would really think you'd want to go is that on certain levels, the same monsters/adversaries might want appear/arrive at different placements, but that's about as far as would take it. In terms of different jumping levels it

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Will, Yeah, that goes without saying. The big picture here is how to balance it out so it allows new/inexperienced gamers a serious chanse at playing plus give advanced gamers like myself something worth buying and continuing to play for some time to come. To give it replay value that holds

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Sarah Haake
Hi Thomas, very interesting things you brought up there. For me personally, the random enemies and items are not important at all. I perfectly understand what you said about enemies fitting into a plot and so on, and that is a lot more important for me at least. So, I would say, just place

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
I'm in favor of taking out randomness. I'm not overly concerned with scoring. My biggest point in this email, though: In the Tomb Raider games puzzles range from using a specific lever/switch to unlock a door to more advanced puzzles like jumping on certain pressure switches,hidden in the floor,

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
hi tom. Ok, I aggree with you on the monsters thing. There are 2 ways you could accomplish this. 1. have randomised monsters per location. That is every location where monsters exist as is in the current release can have randomised monsters, unless for example these don't fit in which case you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
well you could remove the randomised code while you test it and then add it back in later if you cared to. Issue is once people know where everything is then it won't matter if you have the game or not. At 09:43 p.m. 25/01/2011, you wrote: Hi Will, Yeah, that goes without saying. The big

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
Hi tom. The chief reason I can see for random monsters, is to provide interest in the rest of your game. Gameplay wise Q9 scores over superliam in my book because while they have basically the same formular, walk along left to right, jump holes, smack stuff when close etc, q9 has randomly

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my concern is actually translating some of these complex

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, Dark wrote: As to puzles and traps, how about an easy mode for compromise. I'm not just thinking here of mucking about with game mechanics, but of something potentially plot specific which could provide audio help similar to the eva in shades of doom. Say, on easy mode angela takes a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak
Hi Thomas, I am not sure why you can not have random monsters and specific monsters. The skeletons and other low level monsters should be random and show up everywhere and on all levels. But then you should have another specific monster class that shows up only where and when you decide. In the

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Shaun, As I said in a prier e-mail doing that wouldn't really work. I could never balance the game that way. Let me explain it another way. Let's assume you enter the first room and you have a pistol with 15 rounds of ammo. There is a big ugly skeleton in their with a rusty dagger in his

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak
Hi Thomas, Another suggestion about the placement of monsters. How about no random monsters, so they are positioned exactly where you want them. But then have a random removal of those monsters function at the start of each level. Phil --- Gamers mailing list __ Gamers@audyssey.org If you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Phil, Phil wrote: I am not sure why you can not have random monsters and specific monsters. In the Sarah game, I decide which monsters show up on each level and how many of them. Then I also adjust the number and type plus adjusting their capabilities before the level starts depending on

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 5:07 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Karl Belanger
Here are my thoughts: As for randomized monsters and items, I have definitely experienced how things can be unbalanced, and I would be OK with completely unrandomizing things. Or, what about partial randomization? For example, you could only allow skeletons and zombies on level 1, add in centaurs

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Philip Bennefall
- Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 1:20 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Phil, Phil wrote: I am not sure why you can not have random monsters and specific

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Lori Duncan
Hi tom I personally preffer the randomness of the game, it keeps the player on their toes and doesn't become boring to expect the same monsters in the same places all of the time. I know of a few games where the monsters are always in the same place and good though they are, a bit of

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Michael Gauler
Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level with only the standard gun as a weapon, with nothing else. Even on easy

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Karl, Thanks for the comments. As for your comment about partial randomization that's part of the problem. As I was explaining to Phil earlier when I added that random code I didn't do it in such a way that would provide partial randomization or take certain types of special conditions into

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Michael, Michael wrote: Just a short question about traps and items. What happened to such things as the vanishing platforms to cross some traps instead of the bridges or bridges that only hold you for a time before breaking, and something like the force fields or other timed traps in

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Damien, You just hit upon one of my main concerns. Your definition and my ddefinition of easy and hard is vastly different. Below you explained that you have problems with games like Shades of Doom where I have beaten it several times. I have even beaten it a few times on the highest

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
as a developer as well as my skills as a gamer. Regards, Damien. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 1:57 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Damien, You

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
That to an extent is true Tom, but equally bare in mind that 2D is spacially easier than 3D. Many of the problems some people have with 3D are simply space orientated, heck, if it weren't for good nav features in the gma engine and terraformers I couldn't play them myself, and in fact

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
Hi Tom, Just a couple things: 1. If you put an arcade mode in, can you have a high score server? I.E. We could submit our high scores to scoreboards on the internet like with Pipe, Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd like an arcade mode. If you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Shiny protector
Hi Thomas, I think nere the firepits and other traps there should be monsters which are random. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 8:43 AM Subject: Re: [Audyssey] MOTA Last

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my concern

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
12:44 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments well I don't mind if centors exist in one room, sod has been a replayed over and over. While its true some monsters are not random, items still are and I still come back again and again. same with gtc

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
it. Regards, Damien. - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Tuesday, January 25, 2011 11:02 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, Blankblock? If you can play Tank Commander you can play

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level with only

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Charles Rivard
Puzzles? Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bavisoft. Traps? I like the way that Q9's pits are, in that you can still fall into pits even with the muddy warning. Could it be possible to place a landing

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Bryan Peterson
Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level with only

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thinking of a classic arcade mode where it keeps track of your top 10 scores and you try to best your own score. Plus by having an arcade mode there are other things we

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, January 26, 2011 3:17 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Charles, Charles wrote: Puzzles?  Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bavisoft. My reply: I don't think so. As long as there are more challenges besides the puzzles in place there will be plenty to offer a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw everything in 3d so when I start mapping things I automatically think of things having 3d left, right, up down,

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
I like the idea of trophies, very much. -- Original Message -- From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] MOTA Last Minute Comments Date: Tue, 25 Jan 2011 22:17:24 -0500 Hi Ryan, About arcade mode. Score

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
@audyssey.org Sent: Wednesday, January 26, 2011 3:17 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thinking of a classic arcade mode where it keeps track of your top 10

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw everything in 3d so when I start mapping things I automatically

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, Basically, I figure unlocking trophies etc is one good use for arcade mode. In Guardian of Light you get certain points for performing various things like time bonuses etc that all go towards unlocking certain trophies and things like that. So if we add arcade mode this would be the most